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r/unrealengine • … • u/joopsle

Looking for advice on lighting a cave area of a landscape

I am working on a racing game, and I want to create a cave area in my landscape.

I created it ok, and once I made it so I was doing manual exposure - I got rid of a lot of problems with glowing indoor fog.

But now I want to illuminate the cave, and I am hitting some snags with performance.

My current setup \- Using Lumen \- Using Ultra Dynamic Sky \- Controlling exposure to a tighter range that works indoors and out (without the weird glow effect) \- I have some rectangle lights, that don't cross over too much, and a few point lights

With the help of chat GPT, I have done the following

\- used stat unit to confirm it was GPU bound \- used stat GPU to see which bit was slow ( \- Use alt-7 for the light debug view, made it so there is less overlapping of the lights \- Lowered the screen percentage (I had heard about this, but this is my first time trying it).

On my gaming PC, I am getting roughly 70fps indoors on high. On steam deck I am getting roughly 60 on low.

If anyone has any warnings, or hints on approachs, that would be amazing.

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